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Type: Posts; User: Sub Tank
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Oh cool, I was looking for that link.
I feel like a grid tree system would totally screw with how I plan to lay down platforms for stages. RDC might be more like what I need, although I'll have...
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Hey guys, thanks for the responses. Just gotta ask one follow up question.
If I go with the brute force method of hitTesting all the platform objects... is there a way to like, not do that? I...
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I currently know of two ways to do this:
1.) Make a huge movie clip containing the shape of the level boundary, and have your hero hitTestPoint against the whole thing. I'm pretty sure this...
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Using the Flash CS3 debugger here. No variables listed. No objects listed. I'm assuming break points don't work either. Thinking back on it, I don't ever remember it working, so it's not like it...
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Should each button get a class and a listener, or should I dump everything into one Object and use e.target.name to figure out what is getting clicked? That way I can just use one listener, but then...
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Alright cool, so basically, both ways can be right. I do tend to jam a bunch of update events into the accessor function, so that makes me feel a lot more comfortable about doing it.
Thanks.
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Not too long ago I discovered that I can refer to certain variables in two different ways. Let's say I have something like this...
private var _myVar:Number;
//Rest of the code
public...
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I've used the sortOn method of the Array class to do something like this before. Basically, you dump everything into an array, then sort all your items by their x or y coordinates. After its in the...
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I cannot figure out how to do this for the life of me.
Is there some sort of formula to figure out the exact spacing?
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Like trigger events from selecting items, and have stuff happen based on that?
I'm pretty sure you could in Flex, but it doesn't look like you can do anything interesting with it in Flash. It...
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Sounds like good advice. I'll try that out.
One last quick question. Is is better to put my game objects ( status window, deck, hand, etc. ) directly onto the stage, or add them onto the...
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I'm not sure how well I can explain this, because I have no idea what I'm doing.
Basically, "deck" and "hand" are two separate Movieclips. Hand functions as a container for your cards, and deck...
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By, let's say, another display object.
I swear I was reading the help files, and I saw something like this, but I have no idea what it was called.
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Ok, cool! Simple enough. I don't know why I was having so much trouble with that.
Thanks guys.
Looks like I can push functions in, and swap them around, so it should be perfect for what I'm...
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Haha, I think you guys are going way over my head.
What I'm really having trouble with is defining my functions so that I can stick them in an array, and it knows that they're functions. I don't...
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Is there a way to do that without using a bunch of "if" or "switch" statements, like shoving them all in an array? I have a rough idea of how it would work, but I have no idea how it would look in...
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Nailed it! Thanks a bunch!
I forgot I had bubbles = false, but it wouldn't have worked until I did what you just showed me.
I'll have to look into Event Managers. I can think of a few cases...
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Ah, right. I was just reading up on that, and it pretty much said the same thing, but I don't really understand how bubbling works very well. From what I understand, it goes to the original object,...
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I've been running into a billion problems while creating custom events, so I clearly don't understand some of the basics. All the examples I've found online are unnecessarily complicated, so I've...
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I have this little draggable movieclip that should be removed from its parent object and added to whatever container it's dragged onto. So here's what I tried:
private function handleMouseUp( e...
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Yeah that solves it. It looks like the parent of my dropTarget is the MovieClip I'm dropping stuff onto.
No idea where that other Sprite is coming from, but anyway, thanks for the help.
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I keep getting "[Object Shape]" when I trace dropTarget, or "instance1" when I trace dropTarget.name. I can't really do anything with that.
This is totally screwing with me.
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I'm trying to dispatch an event every time a player draws a card, which looks like this...
PlayerEvent class
package actionscript {
import flash.events.Event;
import customactionscript.*;...
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I really didn't want to come in here and ask how to make a guy jump... but seriously, how do I make a guy jump?
I'm surprisingly not completely useless, as I can easily create simple hops, which...
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Is it faster to have an object listen for a custom event rather than, let's say, having the same object check for some variable to change every time it enters a frame?
For example, if certain...
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